Total War: WARHAMMER III

Total War: WARHAMMER III

Singe's Units For The Greenskins - SFO
26 Comments
CYLMT Riven  [author] 24 Feb @ 11:00am 
@charlesklimper Ive been working on a fix but for whatever reason so far nothing has worked to make the cap work again. I have another mod doing the same issue been testing different ways to cap them. I might end up just applying an already existing cap if I cant find a fix by the end of the week.
charlesklimper 23 Feb @ 2:32pm 
@CYLMT Riven
Sorry to bother you, but the level 3 Boar building doesn't seem to keep the Gore Grunta cap increase from level 2. It might be something on my end, thank you for your time.
LimeUser 18 Aug, 2024 @ 1:03pm 
Sry should have specified the hero, completely missed the 2 goblin lord types
CYLMT Riven  [author] 18 Aug, 2024 @ 8:59am 
@TorqueUser thank you xd I was checking lords like a simpleton and couldnt find the skills missing them. I will check it out tonight.
LimeUser 18 Aug, 2024 @ 4:00am 
Skinn'a and such on the Goblin big boss hero, there's 2 traits that affect all those units one giving flanking immunity for units above rank 7 and the other giving 360 block for units above rank 7
Easiest way to find the traits is starting a grimgor campaign since he has access to all heroes from turn 1
CYLMT Riven  [author] 17 Aug, 2024 @ 9:21pm 
@TorqueUser What traits?
CYLMT Riven  [author] 17 Aug, 2024 @ 11:46am 
@TorqueUser Ill take another look tonight.
LimeUser 17 Aug, 2024 @ 5:30am 
Forgot to mention that some SFO goblin big boss traits give pretty big bonuses for goblins, squigs and spiders.
None of the units from your mod seems to be affected
LimeUser 17 Aug, 2024 @ 2:26am 
Let's just say that the armoured gobbos are painted purple
LimeUser 17 Aug, 2024 @ 2:25am 
<3
CYLMT Riven  [author] 16 Aug, 2024 @ 11:35pm 
@TorqueUser 4. fixed the forest goblin chariot. 5. Not a lot of buffs I would consider giving them since they are cheap units and are basically equivalent to other fast dog type units + they are wild and they dont have feral rage so I consider that a boon already... I gave them frenzy after thinking about it for a bit. 6. fixed the sacred spiders. 7. fixed the wyvern units. 8. added the wild wolves to the "Riderz" red skill.
CYLMT Riven  [author] 16 Aug, 2024 @ 11:34pm 
@TorqueUser 1. Singe gave them the spinning loons ability and I know it seems to be for fanatics but I assume singe gave them it since they are "Skarsniks elite night gobos". I gave them frenzy and I let them keep stalk since all the night goblins have it. I get they probably cant "stalk" too well with all that armor but meh. Let the little buggers sneak. 2. fixed the sword gobos dmg 3. As I understand its not possible for me to just "swap" the unit models on the arty. I am pretty sure all their animations and stuff would have to be changed and its a lot of work even when I tried changing the tables to what I thought might work... in testing every units arms became elastigirl and flailed all around the screen. I am not very sure on the correct way to change that type of stuff so I gave them the armord night goblins sword dmg. Best I can do.
CYLMT Riven  [author] 16 Aug, 2024 @ 2:26pm 
@TorqueUser I will take a look when I get the chance. Most likely will be some time tonight.
LimeUser 16 Aug, 2024 @ 4:16am 
Wild wolves gain no skill bonuses except "sneaky stabbers"
LimeUser 16 Aug, 2024 @ 4:11am 
Some things i noticed before using them in battle:

I feel like the armoured night goblins should still have frenzy but no stalk. And if they're not fanatics they shouldn't have the "spinning loons" ability or frenzy. Perhaps a fanatic version more focused on damage instead of a late game frontline option?
Sword gobbos have 5 less dmg than normal gobbos with no real difference noticeable
Idol hurla could use some savage orcs and better melee stats, feels like it would make more sense.
Forest goblin chariot doesn't have "Fire whilst moving" and should probably have the lethal poison contact effect.
The wild wolves should get bonuses near allies, like they're running with the pack. Maybe something like devastating flanker and a leadership boost.
Sacred spiders look like a good upgrade to the hatchlings but have no stalk making them pretty meh.
Both wyvern rider units should have lethal poison since all mounts and units regarding wyverns have lethal poison.
CYLMT Riven  [author] 17 Jul, 2024 @ 10:24pm 
@charlesklimper I was gonna start a campaign but then it was bugging me so i just went and fixed it instead xd I added them to the wurzag and the skarsnik main settlement chains
if the orcs have anymore im missing just let me know.
CYLMT Riven  [author] 17 Jul, 2024 @ 10:12pm 
@charlesklimper its no bother. if you ever find any issues, leaving a comment for me is great because i check my notifications just about every day. I willl usually respond quickly. I enjoy doing these submods.
CYLMT Riven  [author] 17 Jul, 2024 @ 10:10pm 
@charlesklimper I probably just missed adding those building keys ill look into it tomorrow when i get the chance and have it fixed quickly for you.
charlesklimper 17 Jul, 2024 @ 8:15pm 
@CYLMT Riven
I'm sorry to bother you, but Wurrzag's T5 settlements don't actually mention the Wyverns? Does it still add to their unit cap?
CYLMT Riven  [author] 6 Jun, 2023 @ 11:02am 
@Люцик
Thank you for taking the time to ask and also being understanding. ill keep up the good work for you! :steamthumbsup:
Lucik 6 Jun, 2023 @ 10:58am 
but everything is fine, don't worry, I'll wait for you to make a sub mod, I'll be very grateful ^^ and thanks for your work
CYLMT Riven  [author] 6 Jun, 2023 @ 10:44am 
@Люцик
all of my submods are currently for SFO. I would probably make a compatability mod for we'z speshul but as it is now. It practically adds nothing cause SFO has most of the stuff from We'z Speshul already in it. Sorry but i wont be making a mod for that any time soon.
Lucik 5 Jun, 2023 @ 2:38pm 
Hi, I wanted to ask, will you make a sub mod for "Singe's Units For The Greenskins" under the mod "We'z Speshul - [Beta] 'Un Noffin' Edition" ?
CYLMT Riven  [author] 26 May, 2023 @ 1:12am 
@Mortarch Of Blood
Im gonna finish the stand alone versions of the faction mods for more than 3-4 units and then when i have only kislev, norsca, and slaanesh left the smallest of the bunch. Ill work on those 3 Plus compile them all and release a submod compilation to go with singes.
Ciaphas Cain 25 May, 2023 @ 10:49pm 
Would be nice if the whole collection could be done for SFO
kden 25 May, 2023 @ 12:33am 
bussing :lunar2019piginablanket: